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"EvilMen" faction!


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#741 Gfire

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Posted 01 November 2008 - 06:09 PM

I have a different idea. Say that the slave troops are like Rohan Peasants, and if the slavedriver dies... THEY DEFECT!!! They join the other team!!! :p

I really like that idea, but maybe that's just because it's mine. :p

I thought of making the slaves peasants. That idea wouldn't really work though, if the other side was Mordor, or anything besides men, really. Maybe if the slave driver dies, they all run off the map, or something.
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#742 Prince of the Dark Forest

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Posted 01 November 2008 - 07:12 PM

I have a different idea. Say that the slave troops are like Rohan Peasants, and if the slavedriver dies... THEY DEFECT!!! They join the other team!!! :p

I really like that idea, but maybe that's just because it's mine. :p

I thought of making the slaves peasants. That idea wouldn't really work though, if the other side was Mordor, or anything besides men, really. Maybe if the slave driver dies, they all run off the map, or something.


I think that would be best. But instead of fleeing off the map, how about just wandering about, fleeing from any unit they come across
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#743 Jeth Calark

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Posted 01 November 2008 - 07:38 PM

that's a good idea, Prince!

#744 Gfire

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Posted 01 November 2008 - 10:21 PM

I don't know if they would stick around. You'd think slaves would run away so they don't get recaptured.
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#745 {IRS}Athos

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Posted 02 November 2008 - 03:07 AM

Or join the other team! :p
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#746 Gfire

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Posted 03 November 2008 - 10:09 PM

Or join the other team! :)

Why would peasants from Rohan who escape from an Easterling slave master go join Isengard, hmmm...? ;)
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#747 Jeth Calark

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Posted 03 November 2008 - 10:26 PM

Here's the best scenario:

Slave Driver is killed. The peasants band together and roam the map as a neutral faction, fighting anyone who gets in their way.

#748 Gfire

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Posted 04 November 2008 - 12:34 AM

I'd think they would try to avoid fighting if possible. If I was a slave who escaped, I'd run off the map. ;)
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#749 Jeth Calark

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Posted 04 November 2008 - 01:10 AM

so the slave driver dies, and they run far away and eventually off the map. ;)

#750 Arthadan

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Posted 04 November 2008 - 08:04 AM

Hi all,

I think the most realistic option is making them run off the map for sure, but it may be hard to code (specially in maps such Helm's Deep or Isengard where movement is not so "free"). So, I would proppose they run from their fortress for a while and then they dissapear as a summoned unit when its time expires.
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#751 {IRS}Athos

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Posted 04 November 2008 - 12:58 PM

Ah-ha! Good idea, Arthadan. :p
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#752 Gfire

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Posted 04 November 2008 - 05:59 PM

That should work.

I would like to hear Nazgul's thoughts on this.

Edited by Gfire, 04 November 2008 - 05:59 PM.

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#753 zachdaddy_3000

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Posted 05 November 2008 - 03:55 AM

Nazgul has wanted the ability for units to come on and leave the map for a while now. He absolutely HATES summoned units (as anyone wanting this mod for it's "realism" should!). So that goes without saying that he'd be behind ideas like this. But without a coder able to do this (as far as I know. please, PLEASE correct me if i'm wrong. and then point me to the guy who can! :p ) we're just out of luck in that department. But keep the ideas coming anyway guys! Maybe one day we'll be able to change something that's easy to code! :thumbsupsmiley:

Edited by zachdaddy_3000, 05 November 2008 - 03:56 AM.

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#754 Lauri

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Posted 05 November 2008 - 01:46 PM

coming in to the map from the black area isn't hard :p It's harder to get them to run away as far as I know :thumbsupsmiley:

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#755 Jeth Calark

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Posted 05 November 2008 - 02:58 PM

I could see that....

#756 Radspakr Wolfbane

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Posted 09 November 2008 - 05:05 AM

It's a simple bit of code to make them run in.
But to make them run you would have to try something like the Mumakil run off.
EA had it for E3 demo of BFME or something.

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#757 {IRS}Athos

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Posted 09 November 2008 - 01:19 PM

Also in the Grey Havens evil mission, where the ships retreat. ;)
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#758 Gfire

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Posted 09 November 2008 - 09:57 PM

Also in the Grey Havens evil mission, where the ships retreat. :p

I think that was done with waypoint paths, not in code. :p
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#759 Skipper 24

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Posted 14 November 2008 - 08:08 PM

I had a great idea for a spam unit because Orc Snagas or what ever they are called wouldn't work in my opinion. My suggestion is to have Slave Fighter/Militia what you want to call him/her/them. They can have weak weapons eg stones, sticks. What does everyone think?
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#760 Sûlherokhh

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Posted 12 December 2008 - 01:06 AM

It's a simple bit of code to make them run in.
But to make them run you would have to try something like the Mumakil run off.
EA had it for E3 demo of BFME or something.


The run-off is possible as far as i know, but it uses waypoints. Meaning a complete revamp of all maps. Which would not be such a bad idea, since they could also be used for reinforcements (instead of summon on map as it is now). Quite a few maps don't have level edges, so they would need a redesign as well, preferably somewhere near all the starting positions (depending on the map, of course).

But it's true. EA seemed to have that in the making during the planning stages and the codes are still there and presumably working, including quite a few extra models (like horses without riders but with saddles) which could run away once the rider was killed. But they scrapped it and replaced it with death of complete unit and then slowly sinking into the ground. Sad.

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